#version 310 es layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; layout(binding = 0, std430) writeonly buffer SSBO { vec4 out_data[]; } _27; vec4 _53; void main() { vec4 _46 = _53; _46.x = 10.0; vec4 _48 = _46; _48.y = 30.0; vec4 _50 = _48; _50.z = 70.0; vec4 _52 = _50; _52.w = 90.0; _27.out_data[gl_GlobalInvocationID.x] = _52; _27.out_data[gl_GlobalInvocationID.x].y = 20.0; }